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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted

Dear Sheeson, 

I'd like to thank you for your amazing work. I know you require a sacrifice of my first born; however, I do not have a first born. :/ I'll take your help in making that happen, though ;) haha! 

Seriously. Amazing work, my friend. Very amazing work. 

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Posted (edited)

Ok I tried without SKSE=no change. 

 

Saved interior- it loads the save (dyndolod.esp is enabled but it isnt running because its inside) went outside saved, exited, attempted to load game CTD to desktop. Going to do a new game and activate it after leaving the cave. (going to do a fresh install of dyndolod). Ill update with the results. Im leaning towards an install issue of some sorts or possible mod conflict. 

 

Here is the dyndolod.esp master list:

  Reveal hidden contents

 

 

 

EDIT: So fresh save. Fresh install of Dyndolod (takes 30+ mins to run through tes5edit). Tested my mods before installing dyndolod. No problem loading main menu or saves right outside the cave. Installed dyndolod (removed skymills from my load order). Game crashed (thats a new one) loaded on my 2nd attempt. Loaded save and dyndolod started. Closed game and loaded game again CTD before main menu. Hmm. Interesting thing is the work around isnt working anymore it seems. 

Edited by eternaldevastation
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Posted (edited)

I'm having a problem similar to eternaldevastation; I'm using STEP Extended + Vividian ENB + Dyndolod on Medium and everytime I try to load a save on an exterior location I get a infinite loading screen; the only way of loading such saves is by re-starting Skyrim, loading an interior location save, from that save loading another interior location save and from there I can load my exterior save. It's a new save with no changes on esp files and my MO Override folder is empty. PC specs: Windows 10, i7-4770k, AMD 2gb VRAM, 8gb RAM and SSD.

 

Current Dyndolod master list:

 

 

  Reveal hidden contents

 

 

EDIT: According to SPM it does load, I can see disk I/O and VRAM-RAM filling up then gets stuck doing nothing. [Off topic: I've played 100+ hours and I just noticed you can interact with the objects on the loading screen :) ]

Edited by Qulox
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Posted (edited)
  On 7/23/2015 at 3:02 AM, eternaldevastation said:

Ok I tried without SKSE=no change. 

 

Saved interior- it loads the save (dyndolod.esp is enabled but it isnt running because its inside) went outside saved, exited, attempted to load game CTD to desktop. Going to do a new game and activate it after leaving the cave. (going to do a fresh install of dyndolod). Ill update with the results. Im leaning towards an install issue of some sorts or possible mod conflict. 

 

Here is the dyndolod.esp master list:

  Reveal hidden contents

 

 

 

EDIT: So fresh save. Fresh install of Dyndolod (takes 30+ mins to run through tes5edit). Tested my mods before installing dyndolod. No problem loading main menu or saves right outside the cave. Installed dyndolod (removed skymills from my load order). Game crashed (thats a new one) loaded on my 2nd attempt. Loaded save and dyndolod started. Closed game and loaded game again CTD before main menu. Hmm. Interesting thing is the work around isnt working anymore it seems. 

 

The order of events

 

 

1) You start the game with DynDOLOD.esp and it won't load to the main menu

2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving

3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game?

 

 

is what happens, the problem you are describing still makes no sense. There is nothing different in a normal game setup between step 1 and 3 in terms of how the game loads any data or the esp.

The data in DynDOLOD.esp and non of the other files in the mod change. There has to be an outside cause with MO, antivirus or a dll or the system in some way.

 

Did you ever checked the esp for errors?

 

Is the load order sorted by LOOT? Are the other mods clean? Are you using the steam version of the game?

 

Skymills is a master in DynDOLOD when it was active while generating LOD, you need to remove it before generating LOD.

 

Please also test just enabling/disabling the esp, while keeping meshes/textures of the tree and static LOD. That should be fine.

 

I rebuild a load order just with the masters/mods from your setup and as expected it just works as it should.

 

 

  On 7/23/2015 at 4:05 AM, Qulox said:

I'm having a problem similar to eternaldevastation; I'm using STEP Extended + Vividian ENB + Dyndolod on Medium and everytime I try to load a save on an exterior location I get a infinite loading screen; the only way of loading such saves is by re-starting Skyrim, loading an interior location save, from that save loading another interior location save and from there I can load my exterior save. It's a new save with no changes on esp files and my MO Override folder is empty. PC specs: Windows 10, i7-4770k, AMD 2gb VRAM, 8gb RAM and SSD.

 

EDIT: According to SPM it does load, I can see disk I/O and VRAM-RAM filling up then gets stuck doing nothing. [Off topic: I've played 100+ hours and I just noticed you can interact with the objects on the loading screen :) ]

FAQ: Skyrim: ILS or CTD

 

If the game CTD or has ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Logs and adjust memory settings in skse.ini

Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

Edited by sheson
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Posted (edited)
  On 7/23/2015 at 9:55 AM, sheson said:

The order of events

 

 

1) You start the game with DynDOLOD.esp and it won't load to the main menu

2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving

3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game?

 

 

is what happens, the problem you are describing still makes no sense. There is nothing different in a normal game setup between step 1 and 3 in terms of how the game loads any data or the esp.

The data in DynDOLOD.esp and non of the other files in the mod change. There has to be an outside cause with MO, antivirus or a dll or the system in some way.

 

Did you ever checked the esp for errors? Yes and no errors. Ill check again because its a new save. 

 

Is the load order sorted by LOOT? Are the other mods clean? Are you using the steam version of the game? Yes and Yes. 

 

Skymills is a master in DynDOLOD when it was active while generating LOD, you need to remove it before generating LOD. I removed it from my mod list as it was stated its not needed with dyndolod

 

Please also test just enabling/disabling the esp, while keeping meshes/textures of the tree and static LOD. That should be fine.

 

I rebuild a load order just with the masters/mods from your setup and as expected it just works as it should.

 

 

So when i got into tes5edit I shouldnt select all esps? Following gamerpoets instructions it says after installing the mod in MO to load tes5edit and select all esps and then hit shift +ok. Am I missing something?

Edited by eternaldevastation
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Posted (edited)
  On 7/23/2015 at 1:08 PM, eternaldevastation said:

 

  On 7/23/2015 at 9:55 AM, sheson said:

The order of events

 

 

1) You start the game with DynDOLOD.esp and it won't load to the main menu

2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving

3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game?

 

 

is what happens, the problem you are describing still makes no sense. There is nothing different in a normal game setup between step 1 and 3 in terms of how the game loads any data or the esp.

The data in DynDOLOD.esp and non of the other files in the mod change. There has to be an outside cause with MO, antivirus or a dll or the system in some way.

 

Did you ever checked the esp for errors? Yes and no errors. Ill check again because its a new save. 

 

Is the load order sorted by LOOT? Are the other mods clean? Are you using the steam version of the game? Yes and Yes. 

 

Skymills is a master in DynDOLOD when it was active while generating LOD, you need to remove it before generating LOD. I removed it from my mod list as it was stated its not needed with dyndolod

 

Please also test just enabling/disabling the esp, while keeping meshes/textures of the tree and static LOD. That should be fine.

 

I rebuild a load order just with the masters/mods from your setup and as expected it just works as it should.

 

 

So when i got into tes5edit I shouldnt select all esps? Following gamerpoets instructions it says after installing the mod in MO to load tes5edit and select all esps and then hit shift +ok. Am I missing something?

 

Ok. So I tested with just the Dyndolod-Output mod activated (the meshes,textures,skse folder) still CTD at main menu.  I also checked dyndolod for errors. None found. 

 

 

EDIT: Ok now im getting some where. Went back to my basic save outside the helgen cave. I only had a select amount of mods activated. No issue with dyndolod or loading game. So some kind of mod conflict/issue. How I am going to isolate which one I am not sure. I really dont want to reinstall dyndolod each time I add a mod. 

 

Dyndolod Masters on this save:

 

  Reveal hidden contents

 

 

Also seeing a bunch of missing lod stuff. I included some examples I pulled. There were quite a few others (blackreach for example) Should i be concerned?

 

  Reveal hidden contents

 

 

Further testing. I enabled all my plugins but only have dyndolod installed on the select mods listed above. Loaded game, saved, quit. Loaded skyrim again and CTD to desktop. So looks like I dont have to generate LOD to determine what plugin is causing the problem. 

 

Final Resolution: birdshfclean.esp I disabled it and game loaded. Enabled game CTD at desktop. Only with dyndolod running though it had issues. Maybe dyndolod highlights the errors? I thought I had cleaned it but apparently not. Cleaned and now it is working just fine. Should I still be worried for the miss lod not found or is that normal?

 

Thank you Sheson for your guidance. All of the borns will be yours. :)

Edited by eternaldevastation
  • 0
Posted (edited)
  On 7/23/2015 at 1:08 PM, eternaldevastation said:

So when i got into tes5edit I shouldnt select all esps? Following gamerpoets instructions it says after installing the mod in MO to load tes5edit and select all esps and then hit shift +ok. Am I missing something?

Leave all mods selected, unless you do not want do generate LOD for a specific mod. If you know your load order inside-out, only select the mods that add objects that are eligible for LOD

 

 

  On 7/23/2015 at 1:16 PM, eternaldevastation said:

Ok. So I tested with just the Dyndolod-Output mod activated (the meshes,textures,skse folder) still CTD at main menu.  I also checked dyndolod for errors. None found. 

 

 

EDIT: Ok now im getting some where. Went back to my basic save outside the helgen cave. I only had a select amount of mods activated. No issue with dyndolod or loading game. So some kind of mod conflict/issue. How I am going to isolate which one I am not sure. I really dont want to reinstall dyndolod each time I add a mod. 

 

Dyndolod Masters on this save:

 

  Reveal hidden contents

 

 

Also seeing a bunch of missing lod stuff. I included some examples I pulled. There were quite a few others (blackreach for example) Should i be concerned?

 

 

  Reveal hidden contents

 

 

 

Further testing. I enabled all my plugins but only have dyndolod installed on the select mods listed above. Loaded game, saved, quit. Loaded skyrim again and CTD to desktop. So looks like I dont have to generate LOD to determine what plugin is causing the problem. 

 

Final Resolution: birdshfclean.esp I disabled it and game loaded. Enabled game CTD at desktop. Only with dyndolod running though it had issues. Maybe dyndolod highlights the errors? I thought I had cleaned it but apparently not. Cleaned and now it is working just fine. Should I still be worried for the miss lod not found or is that normal?

 

Thank you Sheson for your guidance. All of the borns will be yours. :)

Glad you figured it out. I just require the firstborn, they are more tender.

 

Despite its name birdshfclean.esp is not clean. Clean it see if the CTD goes away.

Have a look at the nono mod list Masterlist : Dangerous, Outdated and Superseded Mods. No need to waste any more time on this mod :)

 

FAQ: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar

Messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees.

 

 

There are no trees in DLC01SoulCairn...

Edited by sheson
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Posted
  On 7/23/2015 at 9:55 AM, sheson said:

 

FAQ: Skyrim: ILS or CTD

 

If the game CTD or has ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Logs and adjust memory settings in skse.ini

Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini

Thanks, it took a lot of tries, at the end I had to add the " -forcesteamloader" switch to SKSE for the game to read skse.ini, now it works like a charm.

 

btw, I think this option should be added to Skyrim_Script_Extender#Recommendations guide  at least as a "How to check if the memory patch it's working", I had been playing this for so long without noticing the patch was not working and attributing the buggy engine for the crashes and ILS, it took some digging around to get a solution.

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Posted
  On 7/20/2015 at 10:06 PM, sheson said:

All LOD water in the game is baked into the terrain LOD and based on water XCLW water height of a cell. e.g. a water plane the size of a cell that has no references.

 

DynDOLODs dynamic LOD adds the Water1024 and similar ACTI baselements used for some rivers and creeks, e.g water that has references.

This could be extended to the few other ACTI waters meshes, but I found the 1024 covers almost all the bodies of water.

 

To add the other water nifs to the automatic discovery just copy Data\meshes\water\water2048.nif (in meshes bsa) to Data\Meshes\DynDOLOD\lod\water\water2048_dyndolod_lod.nif

I remove the collision with nifskope, but it is not necessary for it to function as dyanmic LOD.

 

A mod that replaces the cell water planes with ACTI baselements should be picked up automatically, but I never checked this in depth with the water mods, yet.

 

A static water plane can be added to static LOD bto, but it can not be animated and probably won't reflect the sky or lighting correctly. Once I am done with adding glowing LOD (no ETA) I plan to look more into this. The water plane in the terrain files can be easily removed. Until then dynamic LOD it is.

 

 

So being 'defaultproceduralwater.nif' is used mostly throughout the game in ocean, rivers and lakes, this can't touch these because it has no references? RWT changes the water type of these 'procedural' water planes in certain cells through the CK. I think what Tech wanted to know is if the distant LOD could be updated from the ocean water to the type RWT has edited in. I didn't see this being possible myself as you can only select one distant LOD water type per world in the CK by default. The problem with RWT is that that pond water (for example) cuts off into ocean water as it transitions into distant LOD, which leaves a visible seam.

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Posted

I'm going to update to the latest version in a bit but a weird thing is happening. I load up my save and I get this nice message saying that PapyrusUtil is required for DynDOLOD. That's not the weird part. The weird part is that I have PapyrusUtil installed and have not touched my files/mods besides activating a few NPC texture mods. Nothing else has changed in my install. The save is okay (no ESPs missing). PapyrusUtil is installed and always has been and nothing is overwriting it. Load order hasn't changed....this is just strange behavior. :ermm: I'll let you know if upgrading and re-running helps.

  • 0
Posted (edited)
  On 7/24/2015 at 10:24 PM, SparrowPrince said:

So being 'defaultproceduralwater.nif' is used mostly throughout the game in ocean, rivers and lakes, this can't touch these because it has no references? RWT changes the water type of these 'procedural' water planes in certain cells through the CK. I think what Tech wanted to know is if the distant LOD could be updated from the ocean water to the type RWT has edited in. I didn't see this being possible myself as you can only select one distant LOD water type per world in the CK by default. The problem with RWT is that that pond water (for example) cuts off into ocean water as it transitions into distant LOD, which leaves a visible seam.

The default water LOD is baked into the terrain LOD. That LOD water animates and reflects etc.

I don't think there is a way to do any of that that with any water type in the object LOD to allow for different LOD water types.

 

Which leaves adding water to the dynamic LOD as neverfades. This can already be done by adding mesh rules for those water types.

 

Then the now overwritten default LOD water needs to be removed from the terrain LOD to avoid z-fighting flicker. Change this by updating the water records for a cell. Generate terrain LOD.

For testing use nifksope and just remove the 'water' entries.

 

 

 

 

  On 7/25/2015 at 3:27 AM, TechAngel85 said:

I'm going to update to the latest version in a bit but a weird thing is happening. I load up my save and I get this nice message saying that PapyrusUtil is required for DynDOLOD. That's not the weird part. The weird part is that I have PapyrusUtil installed and have not touched my files/mods besides activating a few NPC texture mods. Nothing else has changed in my install. The save is okay (no ESPs missing). PapyrusUtil is installed and always has been and nothing is overwriting it. Load order hasn't changed....this is just strange behavior. :ermm: I'll let you know if upgrading and re-running helps.

It is a simple check in the papyrus scripts

if (PapyrusUtil.GetVersion() >= 26)

Maybe something overwrote the script PapyrusUtil.pex or the dll to an older version?

Edited by sheson
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Posted
  On 7/24/2015 at 10:24 PM, SparrowPrince said:

So being 'defaultproceduralwater.nif' is used mostly throughout the game in ocean, rivers and lakes, this can't touch these because it has no references? RWT changes the water type of these 'procedural' water planes in certain cells through the CK. I think what Tech wanted to know is if the distant LOD could be updated from the ocean water to the type RWT has edited in. I didn't see this being possible myself as you can only select one distant LOD water type per world in the CK by default. The problem with RWT is that that pond water (for example) cuts off into ocean water as it transitions into distant LOD, which leaves a visible seam.

Water in terrain LOD is just a flat plane geometry even without any shader flags, just having "WATER" in block name to indicate that this is a water, "land" name for the actual terrain. There is just nothing to modify there, the only way is to place water plane references as "neverfades".

 

image.png

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Posted

I'm getting the missing master error.  At first I thought it was pointing to RaceMenuPlugin, so I disabled that.  Now it's pointing to Trade & Barter.

 

I re-ran the script, without renewing the dynDOLOD esp or exiting TES5Edit, and it seems to be working now, which is weird.

  • 0
Posted
  On 7/25/2015 at 6:24 AM, sheson said:

It is a simple check in the papyrus scripts

if (PapyrusUtil.GetVersion() >= 26)

Maybe something overwrote the script PapyrusUtil.pex or the dll to an older version?

Updating and re-running the scripts seemed to have fixed whatever the issue was.

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Posted

There is an issue that has come up and we're wondering if the Is Full LOD flag skipped on purpose from the USKP?

 
Issue:
 

  JustAnotherAntEater said:

It seems like whenever I approach the Statue of Azura, it just disappears. There's LOD of it, and when jumping around the area with jump height set to 100o via Nausicaa's tweaker I do bump into something invisible.
Running a full STEP Extended setup.

From Post:https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=134583

 

 

 

Possible solution?:
 

  greg said:

I don't know if this the real problem, but I noticed that Unofficial Skyrim Patch.esp changes the Shrine of Azura by adding Persistent and IsFullLOD flags to the record flags and DynDOLOD.esp set the Persistent flag but not the IsFullLOD flag.

Worldspace
    000003C Tamriel
        0000074 Cell
            Persistent
                00033DCB Placed Object, 0003DCA ShrineOfAzura01
When I set the IsFullLOD flag in DynDOLOD.esp, the Shrine of Azura remains visible as I walk up the steps. Before it was disappearing just as I rounded the bend up the mountain.

 

From post: https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=134926

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